/*************************************************************************/ /* noise_texture.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef NOISE_TEXTURE_H #define NOISE_TEXTURE_H #include "open_simplex_noise.h" #include "core/image.h" #include "core/reference.h" #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/property_editor.h" class NoiseTexture : public Texture { GDCLASS(NoiseTexture, Texture); private: Ref data; Thread noise_thread; bool first_time; bool update_queued; bool regen_queued; RID texture; uint32_t flags; Ref noise; Vector2i size; Vector2 noise_offset; bool seamless; bool as_normalmap; float bump_strength; void _thread_done(const Ref &p_image); static void _thread_function(void *p_ud); void _queue_update(); Ref _generate_texture(); void _update_texture(); void _set_texture_data(const Ref &p_image); protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const; public: void set_noise(Ref p_noise); Ref get_noise(); void set_width(int p_width); void set_height(int p_height); void set_noise_offset(Vector2 p_noise_offset); Vector2 get_noise_offset() const; void set_seamless(bool p_seamless); bool get_seamless(); void set_as_normalmap(bool p_as_normalmap); bool is_normalmap(); void set_bump_strength(float p_bump_strength); float get_bump_strength(); int get_width() const; int get_height() const; virtual void set_flags(uint32_t p_flags); virtual uint32_t get_flags() const; virtual RID get_rid() const { return texture; } virtual bool has_alpha() const { return false; } virtual Ref get_data() const; NoiseTexture(); virtual ~NoiseTexture(); }; #endif // NOISE_TEXTURE_H